using System.Collections.Generic;
using ColdMint.scripts.debug;
using ColdMint.scripts.utils;
using Godot;
using YamlDotNet.Serialization;
using YamlDotNet.Serialization.NamingConventions;
namespace ColdMint.scripts.item;
///
/// Item manager
/// 物品管理器
///
public static class ItemTypeManager
{
//用于yaml反序列化
//Use for yaml deserialization
private record struct ItemTypeInfo(string Id, string ScenePath, string IconPath, int MaxStackValue) { }
///
/// Register items from yaml file
/// 从文件注册物品
///
public static void RegisterFromFile()
{
LogCat.Log("start_item_register_from_file");
// 初始化yaml反序列化器
// initialize yaml deserializer
var deserializer = new DeserializerBuilder()
.WithNamingConvention(UnderscoredNamingConvention.Instance) // convent snake_case
.Build();
//初始化文件目录
//initialize file dir
var itemRegsDirPath = "res://data/itemRegs/";
var itemRegsDir = DirAccess.Open(itemRegsDirPath);
if (DirAccess.GetOpenError() is not Error.Ok)
{
LogCat.LogError("error_when_open_item_regs_dir");
}
//遍历目录,找到要注册的文件
//traverse the dir, find files to register
foreach (var file in itemRegsDir.GetFiles())
{
if (file is null) continue;
LogCat.LogWithFormat("item_register_from_file", file);
//读取文件,解析为类型为info的IEnumerable
//read file, parse to an IEnumerable of type infos
var yamlFile = FileAccess.Open($"{itemRegsDirPath}/{file}", FileAccess.ModeFlags.Read);
var yamlString = yamlFile.GetAsText();
var typeInfos = deserializer.Deserialize>(yamlString);
yamlFile.Close();
//遍历类型信息并注册它们。
//traverse type infos and register them.
foreach (var typeInfo in typeInfos)
{
LogCat.LogWithFormat("item_register_find_item_in_file", typeInfo.Id);
var scene = ResourceLoader.Load(typeInfo.ScenePath);
var icon = ResourceLoader.Load(typeInfo.IconPath);
var itemType = new ItemType(typeInfo.Id,
() => NodeUtils.InstantiatePackedScene(scene),
icon, typeInfo.MaxStackValue);
Register(itemType);
}
}
}
///
/// Register items here
/// 在这里注册物品
///
public static void StaticRegister() { }
private static Dictionary Registry { get; } = [];
private static Texture2D DefaultTexture { get; } = new PlaceholderTexture2D();
///
/// Register an item type.
/// Return false if the item id already exist.
/// 注册一个物品类型
/// 如果项目id已经存在,则返回false。
///
/// Whether the registration was successful.
/// 注册是否成功。
///
public static bool Register(ItemType itemType) => Registry.TryAdd(itemType.Id, itemType);
///
/// Creates a new instance of the item registered to the given id.
/// 创建给定物品id的新物品实例
///
///
/// Returns null when the id is not registered.
/// 当物品id没有注册时返回null
///
public static IItem? NewItem(string id) =>
Registry.TryGetValue(id, out var itemType) ? itemType.NewItemFunc() : null;
///
/// Get the translated default name of the item type for the given id
/// 获取指定物品id翻译后的物品名
///
///
/// Translated default name of the item id if it exists. Else, return the id itself
///
public static string DefaultNameOf(string id) => TranslationServerUtils.Translate($"item_{id}") ?? id;
///
/// Get the translated default description of the item type for the given id
/// 获取指定物品id翻译后的描述
///
///
/// Translated default description of the item id if it exists. Else, return null
///
public static string? DefaultDescriptionOf(string id) => TranslationServerUtils.Translate($"item_{id}_desc");
///
/// Get the default icon of the item type for the given id
/// 获取指定物品id的默认图标
///
///
/// Default icon of the item id if it exists. Else, return a
/// 当前物品id的默认图标,若无则返回一个
///
public static Texture2D DefaultIconOf(string id) =>
Registry.TryGetValue(id, out var itemType)
? itemType.Icon ?? DefaultTexture
: DefaultTexture;
///
/// Gets the maximum number of stacks for an item
/// 获取某个物品的最大堆叠数量
///
///
///id
///物品ID
///
///
public static int MaxStackQuantityOf(string id) =>
Registry.TryGetValue(id, out var itemType) ? itemType.MaxStackQuantity : 0;
}